OTH 2Nd Edition Quick Reference
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nd Morale Tests OTH 2 Edition Quick Morale tests are taken throughout the game and are listed in the relevant section of this QRS. Reference The major modifiers are listed below. Totally unofficial, has all the optional rules and Morale Test Modifiers is hopefully error free! Factor Modifier 0-2 - Sequence of Play Brigade Commander in Range 3 +1 Side A shoots (Control Factor) 4 +2 Side A command phase 5 +3 Side A changes brigade orders Support from own brigade within 6* +1 Enemy within 6 to flank -2 Side A moves Enemy within 6 to rear -4 Side A rallies Over-strength unit +1 Side B issues defensive fire Under-strength unit -1 Side A fights all close combats *Note that wav ering and routing units cannot support Side B shoots Side B command phase Rallying Side B changes brigade orders Commanders may rally a number of units up to their Control Side B moves rating by passing a test for each FH they wish to remove. Side B rallies These units must be from their own command. If a Commander uses all his Control on 1 unit he must be moved Side A issues defensive fire into contact with that unit. Side B fights all close combats A unit that has not moved this turn and is more than 6 from the enemy (and not Militia or Irregular) can remove one FH Command Phase automatically or 2 FH if they roll equal or under their current FS. A Militia or Irregular unit that has not moved this turn and is Make a morale test for each unit that has a more than 12 from the enemy can remove 1 FH if it can roll wavering or routed friendly unit within 6 equal or under its current FS. Units in combat contact with the enemy cannot be rallied. Move routing units 2 full move segments directly away from the nearest unit within combat contact range, or directly to it's rear, ending the move Rally Modifiers facing the direction in which it moved. The unit Factor Modifier makes full speed moves even when out of Commander in Range command. Routing units are broken by an enemy As per commander unit making a combat contact or when reaching the (Inspiration) table edge Support from own brigade within 6* +1 Check command status of brigades and units No enemy within 12 +1 *Note that wav ering and routing units cannot support Command Status Division in Brigade in Unit in Effect command? command? command? Commanders Yes Yes Yes - Death of Commanders Yes Yes No no mov e or rally Fatigue hits caused to unit D10 Roll to Kill Commander Yes No Yes ½ mov e One 1 Yes No No no mov e or rally Two 1, 2 No Yes Yes ½ mov e Three 1, 2, 3 No Yes No no mov e or rally Four or more 1, 2, 3, 4 No No Yes no mov e Only applies to Commanders in base contact with a unit No No No no mov e or rally A n engaged unit that is out of command may mov e one mov e segment if it rolls equal Commanders inter-penetrated by the enemy are killed or captured or under its FS as modified below: unless they can join a unit within 12. A ttack C olumn or A killed or captured Commander is replaced. Elite +1 Militia -1 +1 C olumn of C ompanies The new Commander's quality is based on a D10 roll: 1-2 – 8/3/0, 3-8 – 12/3/0, 9-10 – 12/4/+1 Out of Command units may move normally when a Division or Army Commander is attached Movement Engaged Units Unit Option Effects Movement Morale Tests Remain stationary An engaged unit can remain stationary Movement Morale Tests Effect of Failure Move directly towards the nearest enemy Formation change with 6” of enemy 1 FH Advance unit, ending the move facing the direction Leaving cover No move of travel. Attempt to move after firing No move Change formation by paying the Unit Movement appropriate cost. Change formation Armies using the French system reduce the First Second Third Fourth cost of this by 50% Unit Type & Formation Move Move Move Move Segment Segment Segment Segment The unit can use 1 movement segment to Commanders 24 24* *may not rally units turn on the spot. Skirmishers may turn for Infantry Change facing free. Armies using the French system can March Column 6 6 6 6F change facing for ½ a move segment Attack Column 6 6 6F Column of Companies 6 6 6 Move at half speed to either flank, maintaining facing. Closed Column 6 Take ground Armies using the French system may make Line 6 6F this move at full speed. Open Order 6 6 6F Skirmish Order 6 6 6 Move at half speed directly away from the Square 4 No mov e if cav alry are within 12 Retire nearest enemy unit. Remain facing the enemy. Cavalry March Column 12 12 12 12F Deep Formation 12 12 Formation Changes Column of Companies 12 12 12 n e s Infantry p Line 12 12F e i . O . n e . r r Open Order 12 12 12F a e k d h a o p c e n c u i s Formation Change r a h Skirmish Order 12 12 12 m L t q a o s t o l i S M A C Movement C Artillery m . r . i Segment Costs . Limbered Foot Artillery 6 6F k S Limbered Horse Artillery 12 12F Manhandled Artillery* 2 Not heav y artillery March Column 1 ½ 2 2 Full Terrain Effects Attack Column 1 ½ 1 1 1 ½ Type Allowed Formations Effects Column Of Companies ½ ½ ½ ½ Infantry and C av alry : 1FH per mov e Line / C olumn Skirmish or Open 2 1 ½ 1 Rough Ground Infantry and C av alry : No effect A nd Open Woods Skirmish/O pen Line 2 1 ½ 1 2 A rtillery 1FH per mov e Square Full 1 2 Infantry in Line 1FH per mov e Closed Column ½ Normal Woods Infantry and cav alry in open 1FH per mov e unless test (artillery cannot n order passed n i e s enter) p Cavalry e i . m O . n . r . Skirmishers No effect . a r . o e h f p o p n c i e Formation Change r y m h L e a s a o i Infantry in Line 2 FH per mov e D M Movement C m . m . r i . r Dense Woods s Segment Costs k t e i S (artillery and cav alry Infantry in O pen O rder 1FH per mov e d n r cannot enter) u o March Column 1 ½ 2 2 y h 1FH per mov e unless test r l Skirmishers s i passed a v m a Deep Formation 1 ½ 1 1 r i O nly infantry and cav alry may c Obstacles k r cross obstacles, all units can 1FH to cross s a including streams l cross streams Column Of Companies ½ ½ 1 ½ u g e r r A ll troop ty pes must cross v ia Skirmish or Open 2 1 1 1 i Rivers 1FH to cross bridge or ford y l n Line 2 1 ½ 1 O Built up areas O nly infantry may enter a built 1FH to enter (except v ia combat and earthworks up area v ictory ) Artillery Limber or unlimber 1 A dd 2 to each mov e segment A ny , (march column and Road that is carried out completely on limbered artillery see right) Militia and irregular units take one full turn to change a road. formation. Militia units suffer a hit unless they roll equal or under their FS. If a unit mov es at half speed through the terrain no FH are suffered. Units that are more than 12 from the enemy and do not move Militia units suffer one more FH than normal units when mov ing in terrain and choose not to mov e at half speed. may declare they have Gone to Ground Weapon Type Canister Short Maximum Firing Light (3-4pdr) 6 9 36 Light Medium (6pdr) 6 12 48 Firing Morale Tests Medium (8-9pdr) 9 16 54 Circumstance Effect of Failure Heavy (12pdr) 12 20 60 Column formations Howitzer as weight (above) Prevent firing at a viable target change to Line, 1FH, (O pen O rder and Skirmish formations suffer a -1 penalty ) Mortar - - 24 fire regardless. Friendly artillery firing overhead 1 FH Artillery Fire Modifiers Roll of a 10 when rolling to hit 1 FH Firing round shot at short range +2 Militia firing for the first time Retire 1 full move Firing canister +4 Firing at any column, square or limbered artillery +4 Firing at flank (not mortars, not howitzers unless canister) +6 Firing – Small Arms Firing at rear (not mortars, not howitzers unless canister) +4 Weapon Type Short Maximum Firing as part of a Grand Battery +1 Bows / Obsolete Muskets 3 6 Target in cover/behind obstacle, obscured -2 Smooth-bore Carbines 4 8 Target is in Open Ordered or unlimbered artillery -1 Muskets and Rifled Carbines 6 12 Target beyond short range -1 Rifled Muskets 6 18 Target is in Skirmish formation or gone to ground -2 Light Battalion guns 6 (C anister) 24 First shot at any new target -1 Wheeled before firing -1 Firing Fatigue Score Artillery at target in BUA: Wooden -2 Line 100% Wood and Brick -3 Attack Column 50% Substantial Brick or Stone -4 Column of Companies 25% Fortified -10 Open Order and Skirmish 100% Light fieldworks -2 Closed Column 25% Heavy fieldworks -4 Square FS divided by 4 per face Artillery Penetration BUA max FS3 per face Light 12 up to maximum range Rifle armed skirmish screen (over 12) 25% Light Medium 18 up to maximum range March Column May not fire Medium 24 up to maximum range Cavalry May not fire Heavy 36 up to maximum range Firing Score is modified by % of the unit that can draw line of sight Artillery may fire overhead from higher ground if: Infantry Fire Modifiers The target is over short range Firer has good shot rule +1 Friendly units being fired over are not within 6 of the battery or target unit Initial volley at short range +2 Firing f rom a lower lev el to a higher lev el with no f riendly unit on an interv ening lev el Rifled small arms +1 Mortars and Howitzers may f ire ov er f riendly units on the same lev el to the same lev el or higher Small arms at any column, square or limbered artillery +2 Small arms at short range +1 Shooting at flank or rear of target +4 Modified 1 2 3 Firing Fatigue Fatigue Fatigue Fatigue Skirmish advantage (not v BUA or Artillery)* +1 Score Hit Hits Hits A or B class skirmishers +1 Firer in Skirmish formation +1 10 10, 9, 8, 7, 6 5, 4, 3 2, 1 Firer in Open Order -1 9 9, 8, 7, 6, 5 4, 3, 2 1 Firer has poor shot rule -1 8 8, 7, 6, 5 4, 3, 2 1 Small arms over short range -1 Target obscured -1 7 7, 6, 5, 4 3, 2 1 Target in cover